So, I'm thinking of starting another Empire / Kingdom Building Sim. It'll be a more advanced version of the previous Erfworld Empires incarnations, but less involved than the other Erfsims, like Titanic Mandate et al.

As in all these things, it's the combat that is most important. So often in these games we get a couple of turns in before we realise the combat system doesn't actually work... (see Titanic Mandate, and BLAND's very annoying Island of You Totally Lose Because You Didn't Read the Rules Correctly at the Beginning Trade Mark Applied For)

So, before the rest comes up, here's my thoughts on the Combat System in EE VI - RotK

I think it'll depend a bit on how units stats are created and how "bloody" you want the game to be. Assuming defense and attack cost the same when creating the unit, and basic units have between 5 and 10 hits that will lead to a pillow fighting match. Assuming that 2 stacks fight, both having 8 attack and 8 defense with no leadership or specials. That leads to:

What are you envisioning as the normal range of attack, defense, and hit stats? Also, what will be their relative costs? (You could have a perfectly balanced combat system, but with wacky costs, things could devolve into massive armies of, say, Fast Archers.)

Might I propose that we go with something tried and tested and adapt it? I wrote up the bare bones of a system based off Axis & Allies, Samurai Swords, and Risk here. Basically it goes: roll less than unit's attack (or defense when defending), and you kill a unit. A few units can take multiple hits (eg. 2 for twolls, gumps, gwiffons etc; 3 for dwagons and [high-level] warlords).

A radical break from the comic, I know; but I'm convinced it's the only way to extract fun from the system. I like to think this was how things were when Erf was first created, before power creep set in and the titans got bored of all the micro.

I'd like to declare a tentative interest in this, but I'll need to know what rules we're using, and what kind of application(details of my side, etc) I'll need to make. I'm also very curious as to how such a game would play out. It would seem to me that if players are competitive, as opposed to cooperative, then posting too much description of one's moves, or even too much IC text period might be giving away a lot of important information to potential opponents, but pbp D&D has influenced my forum-game style a lot, and I don't know if I'd really enjoy not being able to write mini-stories about what's going on on my side.

Unit TypesThere are Four unit types. Units may only form Stacks of the same type. A Character that joins a Stack assumes the same type as the rest of the Stack.

Melee – standard hand to hand fighting units. Have an advantage against Ranged Units, so add 3 to Other in Battles.

Heavy – also known as Siege, these units are for knocking down walls and smashing puny humanoid things... Have an advantage against Melee units, so add 3 to Other in Battles. May not have less than 12 hits.

Flyer – units that drop out of the sky and slaughter things. Have an advantage against Heavy units, so add 3 to Other in Battles.

Ranged – shoot things with pointy arrows and other nasty zappy things. Have an advantage against Flying units, so add 3 to Other in Battles.

Battle!

When Opposing Units meet in a hex, Battle results. The following formula is used to determine how many hits a Stack does to its opponent:

Phasing in BattleThe player that initiated the battle has the first “Phase” of battle. They choose which stacks engage which enemy stacks.Once every stack in the Battle Hex has fought a round of combat, or avoided combat if led, the battle begins again. The other side is now the “Phasing” side, and may direct which stacks engage.

One Shot WonderIn battle, each Stack has a “One Shot Wonder” (OSW) – this means that it can only attack once. A stack does not lose its OSW if it manages to destroy every unit in the stack with which it fought, unless the other stack takes at least 40 hits.Example 1: A Stack of Heavy Ogres is attacked by a lone Pigeon. The Pigeon is killed outright, taking 2 hits. The Ogres have not lost their OSW, and may fight again this round of battle.Example 2: The Ogres are attacked by a stack of 8 Marbits, each with 5 hits. The Marbits are slaughtered, but take 40 hits to be thus destroyed. The Ogres have lost their OSW.The upshot is that a “soak” stack should have at least 40 hits worth of units, or it may not serve its purpose.Once a stack has lost its OSW, it may be attacked by any other stacks in the hex without fighting back.

Every stack in a hex must have lost its OSW (or evade combat if a led stack and phasing) before any Stack may be attacked again.Example: 5 stacks of Marbits are attacking a stack of Gobwins and a stack of Ogres. Both the Gobwins and Ogres must lose their OSW before either stack can be attacked again.

Led StacksStacks which contain a Character are said to be “led”. Led stacks may choose to avoid combat in a round, if their side is “phasing”. They simply sit out the round.Unled stacks may not avoid combat. They must engage an enemy stack. If no orders are left, Unled stacks will engage the weakest enemy stack available.

Chief WarlordThe Chief Warlord gives a leadership bonus to every stack in the same hex. This is the Chief’s Level halved, rounded down.

Specific AttackA led stack may focus all its attempts on eliminating a single opposing unit. Calculate as normal, then divide the hits inflicted by three, rounded down. The resulting number of hits will strike the targeted unit only.

Shield WallA led stack may declare a Shield Wall. The Stack;s average defence is increased by 2 – however a -5 is applied to its Other score in combat calculation.

GuardAny stack may guard a led stack, meaning that the guarded stack may not be attacked while the guarding stack still has its OSW. A guarded stack may not guard another stack. Multiple stacks may guard the same stack. An unled stack may never be guarded.

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